Difference between revisions of "Darkness Powers (FiD)"
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{{FiD}} | {{FiD}} | ||
{{FiD-Powers}} | {{FiD-Powers}} | ||
| + | {{tocright}} | ||
Darkness as a Form is about both physical and moral darkness. | Darkness as a Form is about both physical and moral darkness. | ||
Physical Darkness can be the mere absence of light, but Darkness is also an element in its own light and can exist even in places that ought to be illuminated. | Physical Darkness can be the mere absence of light, but Darkness is also an element in its own light and can exist even in places that ought to be illuminated. | ||
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== Darkness Power Effects Table == | == Darkness Power Effects Table == | ||
{| class="wikitable" | {| class="wikitable" | ||
| − | | | + | |valign=bottom | '''Action''' |
| − | |align="center" | '''Basic''' | + | |align="center" valign=bottom | '''Basic''' |
| − | |align="center" | '''Advanced''' | + | |align="center" valign=bottom | '''Advanced''' |
| − | |align="center" | '''Master''' | + | |align="center" valign=bottom | '''Master''' |
| − | |align="center" | '''Apex''' | + | |align="center" valign=bottom | '''Apex''' |
| + | |- | ||
| + | |valign=bottom | '''Dice ''' | ||
| + | |align="center" valign=bottom | — | ||
| + | |align="center" valign=bottom | Minimum 2d | ||
| + | |align="center" valign=bottom | Minimum 4d | ||
| + | |align="center" valign=bottom | Minimum 6d | ||
| + | |- | ||
| + | |valign=bottom | '''Stress''' | ||
| + | |align="center" valign=bottom | Avoid fumble (2+). | ||
| + | |align="center" valign=bottom | Succeed (4+). | ||
| + | |align="center" valign=bottom | Full success (6). | ||
| + | |align="center" valign=bottom | Critical (2 sixes). | ||
|- | |- | ||
|align="left" valign="top" | '''Attune''' | |align="left" valign="top" | '''Attune''' | ||
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|- | |- | ||
|align="left" valign="top" | '''Tinker''' | |align="left" valign="top" | '''Tinker''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''Shape Darkness''' <br> YouPlay with shadows and Darkness. |
| − | |valign="top"| ''' | + | |valign="top"| '''Mold Darkness''' <br> Form simple solid objects of Darkness. |
| − | |valign="top"| '''Craft Darkness''' | + | |valign="top"| '''Craft Darkness''' <br> Create complex tools, transmute materials. |
| − | |valign="top"| ''' | + | |valign="top"| '''Dark Manufacture''' <br> Mold Darkness on a massive scale. |
|- | |- | ||
|align="left" valign="top" | '''Wreck''' | |align="left" valign="top" | '''Wreck''' | ||
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== Expanded Darkness Powers == | == Expanded Darkness Powers == | ||
| + | Darkness combines physical shadow and ethical evil into a single, dangerous Form. Most people assume any user of Darkness is corrupt or damned, and they often act on that assumption. You can resist corruption by holding back and refusing its temptations, but Darkness rewards surrender: the more freely you use it, the easier and more natural evil becomes. Those who let go risk becoming creatures of Darkness in truth, not just in power. | ||
| + | |||
=== Attune === | === Attune === | ||
Harness the power of Attune Darkness to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from planes of darkness. These places are often simply called Hell. | Harness the power of Attune Darkness to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from planes of darkness. These places are often simply called Hell. | ||
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If a powerful creature resists being dispelled the situation is obviously dangerous. | If a powerful creature resists being dispelled the situation is obviously dangerous. | ||
| − | + | ==== Umbral Understanding ==== | |
You can detect creatures and powers of Darkness. | You can detect creatures and powers of Darkness. | ||
{{ : Include Attune Basic Detect Powers (FiD) }} | {{ : Include Attune Basic Detect Powers (FiD) }} | ||
| − | + | ==== Umbral Undoing ==== | |
Dismiss any summoned creature. End the operation any power. | Dismiss any summoned creature. End the operation any power. | ||
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{{ : Include Attune Dispel Materialize Spirits (FiD) }} | {{ : Include Attune Dispel Materialize Spirits (FiD) }} | ||
| − | + | ==== Umbral Urge ==== | |
Summon a creature of Darkness. | Summon a creature of Darkness. | ||
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{{ : Include Attune Summon (FiD) }} | {{ : Include Attune Summon (FiD) }} | ||
| − | + | ==== Umbral Universe ==== | |
Create a portal to a plane of darkness. | Create a portal to a plane of darkness. | ||
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{{ : Include Attune Gate (FiD) }} | {{ : Include Attune Gate (FiD) }} | ||
| + | |||
=== Command === | === Command === | ||
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Ordering a superior creature is a desperate position and can lead to lots of heat, retaliation, or calling your bluff. | Ordering a superior creature is a desperate position and can lead to lots of heat, retaliation, or calling your bluff. | ||
| − | + | ==== Dark Decree ==== | |
Intimidate with Darkness. | Intimidate with Darkness. | ||
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This is useful for intimidating any type of creature. | This is useful for intimidating any type of creature. | ||
| − | + | ==== Voice of the Void ==== | |
Communicate with creatures of Darkness over long distances. | Communicate with creatures of Darkness over long distances. | ||
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This allows you to send vague messages and receive vague answers from the subconscious of your target, who will remember the episode as a nightmare. | This allows you to send vague messages and receive vague answers from the subconscious of your target, who will remember the episode as a nightmare. | ||
| − | + | ==== Abyssal Authority ==== | |
Command Darkness creatures as if you were their superior. | Command Darkness creatures as if you were their superior. | ||
Creatures of Darkness recognize you as a figure of authority. | Creatures of Darkness recognize you as a figure of authority. | ||
| − | This does not remove existing loyalties, which | + | This allows you to order strangers around and improves Effect, but not Position; targets comply without accepting your authority. |
| − | Understanding the social order of your targets helps avoid | + | This does not remove existing loyalties, which may lead to conflict. |
| − | + | Understanding the social order of your targets helps avoid clashes with established hierarchies. | |
| − | |||
| − | |||
| − | |||
| − | |||
| − | + | ==== Twilight Tyranny ==== | |
Permanently bind creatures of Darkness to service. | Permanently bind creatures of Darkness to service. | ||
This won’t work unless you are already in a position of power. The effect is similar to Abyssal Authority but potentially permanent. Powerful emotions can break your control, but otherwise, it lasts until dispelled. | This won’t work unless you are already in a position of power. The effect is similar to Abyssal Authority but potentially permanent. Powerful emotions can break your control, but otherwise, it lasts until dispelled. | ||
| + | |||
=== Consort === | === Consort === | ||
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A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously attractive, trigger prejudices, or suffer unexpected handicaps. | A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously attractive, trigger prejudices, or suffer unexpected handicaps. | ||
| − | + | ==== Dark Mask ==== | |
Assume an appearance to provoke darkness and envy. | Assume an appearance to provoke darkness and envy. | ||
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This is not a disguise, but such a makeover can be made extreme enough that people may not recognize you. | This is not a disguise, but such a makeover can be made extreme enough that people may not recognize you. | ||
| − | + | ==== Devil Form ==== | |
Assume the form of a creature of darkness. Devil Mask another. | Assume the form of a creature of darkness. Devil Mask another. | ||
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With limited effect you can transform into yourself as a devil. Those familiar with you will recognize you. Standard effect can make you a generic devil, very hard to recognize as you. Great effect allows you to assume the shape and some of the personality of a specific creature you have studied. | With limited effect you can transform into yourself as a devil. Those familiar with you will recognize you. Standard effect can make you a generic devil, very hard to recognize as you. Great effect allows you to assume the shape and some of the personality of a specific creature you have studied. | ||
| − | + | ==== Devil Possession ==== | |
Devil Form a willing or helpless creature into a creature of Darkness. | Devil Form a willing or helpless creature into a creature of Darkness. | ||
This is Devil Form applied to another creature. The duration depends of the effect, limited effect is very temporary. Standard effect lasts for the duration of a score. Great effect lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional effect, see Devil Form. | This is Devil Form applied to another creature. The duration depends of the effect, limited effect is very temporary. Standard effect lasts for the duration of a score. Great effect lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional effect, see Devil Form. | ||
| − | + | ==== Devil's Dance ==== | |
Devil Form a number of willing or non-sentient creatures and give them a dark desire. | Devil Form a number of willing or non-sentient creatures and give them a dark desire. | ||
{{ : Apex Consort }} | {{ : Apex Consort }} | ||
| + | |||
=== Finesse === | === Finesse === | ||
Exercise finesse with Darkness, manipulating and attacking with precision. | Exercise finesse with Darkness, manipulating and attacking with precision. | ||
| − | + | ==== Ride the Dark ==== | |
Ride Darkness mounts as if they were trained and you had the key. | Ride Darkness mounts as if they were trained and you had the key. | ||
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They must still be physically able to carry you. | They must still be physically able to carry you. | ||
| − | + | ==== Shadow Strike ==== | |
Fine and potent close-range attack. | Fine and potent close-range attack. | ||
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Using this does not take any more time, activating your attack power is equivalent to drawing a weapon. | Using this does not take any more time, activating your attack power is equivalent to drawing a weapon. | ||
| − | + | ==== Dance of the Dark ==== | |
Play with shadows to confuse or conceal. | Play with shadows to confuse or conceal. | ||
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These are quick flickers of shadow that momentarily solidifying to cause a slight physical change, nothing lasting. | These are quick flickers of shadow that momentarily solidifying to cause a slight physical change, nothing lasting. | ||
| − | + | ==== Shadow Stride ==== | |
Create a great mount out of shadow. | Create a great mount out of shadow. | ||
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Functions much as any other vehicle from the setting and it can be varied correspondingly; a smaller vehicle is faster and more agile. | Functions much as any other vehicle from the setting and it can be varied correspondingly; a smaller vehicle is faster and more agile. | ||
| − | + | ==== Shadow Speeders ==== | |
Travel as shadows. | Travel as shadows. | ||
You, your crew, your vehicles, and mounts are covered in shadow. | You, your crew, your vehicles, and mounts are covered in shadow. | ||
As long as you avoid direct sunlight and don't move too close to others your travel is unnoticed and leaves no trail. | As long as you avoid direct sunlight and don't move too close to others your travel is unnoticed and leaves no trail. | ||
| + | |||
=== Hunt === | === Hunt === | ||
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You can snipe, but the focus is on tacking in the darkness, pushing your prey into a desolate kill-zone, blind and without friends. | You can snipe, but the focus is on tacking in the darkness, pushing your prey into a desolate kill-zone, blind and without friends. | ||
| − | + | ==== Dark Scout ==== | |
Track Darkness powers. | Track Darkness powers. | ||
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You can track both creatures of Darkness, those who use Dark power, and creatures in darkness. | You can track both creatures of Darkness, those who use Dark power, and creatures in darkness. | ||
| − | + | ==== Shadow Sniper ==== | |
Darkness attack similar to a fine and potent rifle. | Darkness attack similar to a fine and potent rifle. | ||
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Dark attacks are made up of enervating bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burns, causing necrosis. This is less effective against nonliving targets but extra effective against creatures of spirit and energy. | Dark attacks are made up of enervating bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burns, causing necrosis. This is less effective against nonliving targets but extra effective against creatures of spirit and energy. | ||
| − | + | ==== Nightfall ==== | |
Darken an area, create shadows, and move them. | Darken an area, create shadows, and move them. | ||
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Nightfall is opposed by bright light, a torch within is visible as a faith mote of light, strong artificial light can create an area of mirk, direct sunlight will boil it away in seconds. | Nightfall is opposed by bright light, a torch within is visible as a faith mote of light, strong artificial light can create an area of mirk, direct sunlight will boil it away in seconds. | ||
| − | + | ==== Shadow Shockwave ==== | |
Darkness attack similar to a fine and potent grenade. | Darkness attack similar to a fine and potent grenade. | ||
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Less precise, this affects all creatures at a location, with a risk of collateral damage. | Less precise, this affects all creatures at a location, with a risk of collateral damage. | ||
Targets in trenches, behind walls, or otherwise shielded are not in direct danger but tend to keep their heads down, which gives your side the initiative. | Targets in trenches, behind walls, or otherwise shielded are not in direct danger but tend to keep their heads down, which gives your side the initiative. | ||
| + | |||
=== Prowl === | === Prowl === | ||
As the element of deception, Darkness is good at stealth ant tricksy travel. | As the element of deception, Darkness is good at stealth ant tricksy travel. | ||
| − | + | ==== Dark Cloak ==== | |
Merge with shadow. | Merge with shadow. | ||
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Note that only you can use this ability, your friends and allies cannot unless you use Dark Walk, below. | Note that only you can use this ability, your friends and allies cannot unless you use Dark Walk, below. | ||
| − | + | ==== Dark Step ==== | |
Teleport from one shadow to another. | Teleport from one shadow to another. | ||
You can move through darkness. This allows you to teleport from one shadow you can see to another or walk through walls as long as both sides are in the dark and you know where to go. Survey powers can help with that. | You can move through darkness. This allows you to teleport from one shadow you can see to another or walk through walls as long as both sides are in the dark and you know where to go. Survey powers can help with that. | ||
| − | + | ==== Dark Team ==== | |
Help crew with Dark Cloak and Dark Step. | Help crew with Dark Cloak and Dark Step. | ||
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They still use their own Prowl. | They still use their own Prowl. | ||
| − | + | ==== Void Walk ==== | |
Teleport from one location in darkness to another. | Teleport from one location in darkness to another. | ||
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This takes you to places you are familiar with. | This takes you to places you are familiar with. | ||
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with. | Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with. | ||
| + | |||
=== Skirmish === | === Skirmish === | ||
Use Darkness to resist fatigue and Dark damage. | Use Darkness to resist fatigue and Dark damage. | ||
| − | + | ==== Shadow Block: ==== | |
Block Darkness Harm. | Block Darkness Harm. | ||
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{{ : Damage Resistance Template (FiD)}} | {{ : Damage Resistance Template (FiD)}} | ||
| − | + | ==== Shadow Strike ==== | |
Fine and potent melee attack. | Fine and potent melee attack. | ||
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This is less effective against nonliving targets but extra effective against creatures of spirit and energy. | This is less effective against nonliving targets but extra effective against creatures of spirit and energy. | ||
| − | + | ==== Eerie Evasion ==== | |
Create shadowy distractions that prevent scale. | Create shadowy distractions that prevent scale. | ||
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The effect is to deny the enemy the advantage of scale. | The effect is to deny the enemy the advantage of scale. | ||
| − | + | ==== Shadow Surge ==== | |
Darkness strikes out in all directions, attacking all enemies in a wide area. | Darkness strikes out in all directions, attacking all enemies in a wide area. | ||
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Negates scale and allows you to harm most or all enemies in a mass melee. | Negates scale and allows you to harm most or all enemies in a mass melee. | ||
Otherwise as Shadow Strike. | Otherwise as Shadow Strike. | ||
| + | |||
=== Study === | === Study === | ||
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Consequences may give you knowledge that lacks crucial details or drop hints for opponents to use. | Consequences may give you knowledge that lacks crucial details or drop hints for opponents to use. | ||
| − | + | ==== Dark Name ==== | |
Identify physical or moral Darkness as well as Darkness powers. | Identify physical or moral Darkness as well as Darkness powers. | ||
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In a creature dominated by sin, you can tell what their chief vice is. | In a creature dominated by sin, you can tell what their chief vice is. | ||
| − | + | ==== Dark Lore ==== | |
Analyze Darkness powers and abilities. | Analyze Darkness powers and abilities. | ||
| − | You learn of any powers or special abilities of Dark creatures, as well as the detailed abilities of a | + | You learn of any powers or special abilities of Dark creatures, as well as the detailed abilities of a Power or object. |
| − | In any creature not aligned with [[Light Powers (FiD)|Light]], you can tell what sin they | + | In any creature not aligned with [[Light Powers (FiD)|Light]], you can tell what sin they could be lured into. |
In any creature dominated by sin, you can tell their worst vices and how they manifest and exactly what would tempt them. | In any creature dominated by sin, you can tell their worst vices and how they manifest and exactly what would tempt them. | ||
| − | + | ==== Dark Past ==== | |
Read the past events of Darkness. | Read the past events of Darkness. | ||
You can read the dark past of a Dark creature, place, or object. | You can read the dark past of a Dark creature, place, or object. | ||
This includes places where light very rarely intrudes, such as deep caverns and the dark side of a tide-locked planet. | This includes places where light very rarely intrudes, such as deep caverns and the dark side of a tide-locked planet. | ||
| − | Normally this gives you a vision of the worst event the target has been involved in | + | Normally this gives you a vision of the worst event the target has been involved in, but you can look for specific events. |
If there are no or only minor sins, you notice nothing. | If there are no or only minor sins, you notice nothing. | ||
On a creature, power, or item of Darkness, as well as a creature dominated by sin, you can gain detailed visions of their sins and self-indulgence. | On a creature, power, or item of Darkness, as well as a creature dominated by sin, you can gain detailed visions of their sins and self-indulgence. | ||
| − | + | ==== World of Darkness ==== | |
Dark Lore a wide area, then Dark Past some targets. | Dark Lore a wide area, then Dark Past some targets. | ||
| − | Dark Lore on everything as far as you can see, pinpointing locations of interest like altars and murder sites. You can then use Dark Past to learn the history of up to three of the tings you analyzed. | + | Dark Lore on everything as far as you can see, pinpointing locations of interest like altars and murder sites. |
| + | You can then use Dark Past to learn the history of up to three of the tings you analyzed. | ||
| + | |||
=== Survey === | === Survey === | ||
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Great outcome can look into far-away places and spots you had no idea existed. | Great outcome can look into far-away places and spots you had no idea existed. | ||
| − | + | ==== Eye of the Bat ==== | |
See in the dark. | See in the dark. | ||
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You can use Eye of the Bat with all higher Survey Dark powers. | You can use Eye of the Bat with all higher Survey Dark powers. | ||
| − | + | ==== Eye of the Rat ==== | |
Move your senses to a place of darkness. | Move your senses to a place of darkness. | ||
| − | You move your perception to a dark area you know of and sense as if you were at that spot as long as you maintain concentration. | + | You move your perception to a dark area you know of and sense as if you were at that spot as long as you maintain concentration. |
| − | + | ==== Eyes of the Dark ==== | |
Choose a location or creature. See them from nearest darkness. | Choose a location or creature. See them from nearest darkness. | ||
| − | Similar to Eye of the Rat but allows you to focus on a specific creature or position. Automatically directs towards the best vantage point provided by a suitable area of darkness, typically close enough to observe the target. Fails if no suitable viewpoint is available | + | Similar to Eye of the Rat but allows you to focus on a specific creature or position. |
| + | Automatically directs towards the best vantage point provided by a suitable area of darkness, typically close enough to observe the target. | ||
| + | Fails if no suitable viewpoint is available | ||
| − | + | ==== World of Darkness ==== | |
You perceive from every dark place at once over a wide area. | You perceive from every dark place at once over a wide area. | ||
| − | Enhances your senses impossibly, like Eye of the Rat to every dark spot in wide area. Creates a | + | Enhances your senses impossibly, like Eye of the Rat to every dark spot in a wide area. |
| + | Creates a composite mental image, revealing numerous details simultaneously. | ||
| + | It's challenging for targets to hide unless there are large lit areas. | ||
| + | |||
=== Sway === | === Sway === | ||
Communicate, mesmerize, and manipulate creatures of Darkness. | Communicate, mesmerize, and manipulate creatures of Darkness. | ||
Give any type of creature dark though. | Give any type of creature dark though. | ||
| + | |||
Position and effect are determined normally, depending on the situation and your relation to listeners. | Position and effect are determined normally, depending on the situation and your relation to listeners. | ||
| − | Limited effect works if it follows the target's existing impulses, just overcoming fragile self-restraint. Standard effect can convince a target with no particular stake in the matter. Great effect will convince a reluctant target, but not a passionate one. | + | * Limited effect works if it follows the target's existing impulses, just overcoming fragile self-restraint. |
| + | * Standard effect can convince a target with no particular stake in the matter. | ||
| + | * Great effect will convince a reluctant target, but not a passionate one. | ||
| − | + | ==== Infernal Empathy ==== | |
Understand Darkness creatures and motivations. | Understand Darkness creatures and motivations. | ||
You can gauge the mood and motivations of Dark creatures and understand what they are saying. | You can gauge the mood and motivations of Dark creatures and understand what they are saying. | ||
This does not allow you to be understood. | This does not allow you to be understood. | ||
| − | You can also sense when any kind of creature is in a mood to be selfish or deceptive. | + | You can also sense when any kind of creature is in a mood to be evil, selfish, or deceptive. |
| − | + | ==== Infernal Influence ==== | |
Crew can communicate with Darkness creatures. Tempt any creature to commit evil deeds. | Crew can communicate with Darkness creatures. Tempt any creature to commit evil deeds. | ||
| − | This allows you and allies to use the Sway action with full effect, overcoming cultural and linguistic barriers | + | This allows you and allies to use the Sway action with full effect with Darkness-related creatures, overcoming cultural and linguistic barriers. |
In addition you can inspire any creature to be selfish, deceptive, and to act covertly. | In addition you can inspire any creature to be selfish, deceptive, and to act covertly. | ||
| − | + | ==== Temptation ==== | |
Post suggestions in the mind of Darkness creatures and in the minds of folk to corrupt them. | Post suggestions in the mind of Darkness creatures and in the minds of folk to corrupt them. | ||
This is essentially an enhanced Sway attempt against creatures of Darkness and those overwhelmed by sin, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed. | This is essentially an enhanced Sway attempt against creatures of Darkness and those overwhelmed by sin, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed. | ||
| − | + | ==== Infernal Indoctrination ==== | |
| + | Permanently change the personality and motivations of a creature. | ||
| − | ' | + | Permanent and blatant change to a Dark creature's loyalty and motivations. |
| − | + | This changes the target on a deep level, altering their priorities and loyalties. | |
| + | Target remember their past but considers it unimportant compared to their new motivations. | ||
| + | There are limits to this power, especially for creatures linked to a power—you cannot make a Dark creature love [[Light Powers (FiD)|Light]] powers and actions and vice verso. | ||
| − | |||
=== Tinker === | === Tinker === | ||
Manipulate, shape, and create objects of darkness. | Manipulate, shape, and create objects of darkness. | ||
When used with long-term projects, this can substitute for missing resources such as tools or raw materials, but that is all it does until you learn Master Darkness. | When used with long-term projects, this can substitute for missing resources such as tools or raw materials, but that is all it does until you learn Master Darkness. | ||
| + | {{ : Include Tinker (FiD) }} | ||
| − | + | ==== Shape Darkness ==== | |
| − | + | Play with shadows and Darkness. | |
| − | + | Such objects are never solid melt in strong light, but can cover an area depending on tier (p. 220). | |
| − | |||
| − | |||
| − | + | ==== Mold Darkness ==== | |
| − | + | Form simple solid objects of Darkness. | |
| − | |||
You can solidify small amounts of darkness to shape objects like you can shape clay. | You can solidify small amounts of darkness to shape objects like you can shape clay. | ||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
Darkness can form simple useable objects that will retain its new shape and function for the duration. | Darkness can form simple useable objects that will retain its new shape and function for the duration. | ||
You can do more complex objects than Mold Darkness can, to the level of detail of basic mechanisms. | You can do more complex objects than Mold Darkness can, to the level of detail of basic mechanisms. | ||
This allows you to create devices and traps from the stuff of darkness. | This allows you to create devices and traps from the stuff of darkness. | ||
| − | + | ==== Craft Darkness ==== | |
| − | Create complex tools, | + | Create complex tools, transmute materials. |
| − | You can create darkness out of nothing, or transform an object from darkness into another material as long as you know the | + | You can create darkness out of nothing, or transform an object from darkness into another material as long as you know the Form required for both the starting and final form. You can create complex tools, such as fine and potent items of solid darkness. |
This is two distinct effects. The first allows you to create darkness out of nothing, even in direct light. | This is two distinct effects. The first allows you to create darkness out of nothing, even in direct light. | ||
| − | The second can only be used if you know multiple | + | The second can only be used if you know multiple Forms. You transmute darkness into material connected to another Form. |
The result will maintain its form as if affected by Shape Darkness. | The result will maintain its form as if affected by Shape Darkness. | ||
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows. | The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows. | ||
This can transform something like a sword from metal to darkness, and it would still be a functional sword. | This can transform something like a sword from metal to darkness, and it would still be a functional sword. | ||
| − | A door could be changed from tangible wood to intangible darkness, you then pass through and revert the door to wood. | + | A door could be changed from tangible wood to intangible darkness, you then pass through and revert the door to wood. |
| − | + | ==== Dark Manufacture ==== | |
| − | + | Mold Darkness on a massive scale. | |
This is similar to Craft Darkness, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building. | This is similar to Craft Darkness, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building. | ||
| Line 492: | Line 515: | ||
This is useful for equipping a large band or building something large out of nothing. | This is useful for equipping a large band or building something large out of nothing. | ||
When doing long-term projects that involve building or crafting, you can use Master Darkness to gain great effect, even under what normally be poor conditions, but this has the usual stress cost. | When doing long-term projects that involve building or crafting, you can use Master Darkness to gain great effect, even under what normally be poor conditions, but this has the usual stress cost. | ||
| + | |||
=== Wreck === | === Wreck === | ||
| − | It is easy to use mundane means to | + | It is easy to use mundane means to light the dark, Wreck used Darkness to destroy other things. |
Darkness withers and corrodes other materials, this is a powerful but slow process. | Darkness withers and corrodes other materials, this is a powerful but slow process. | ||
| − | + | ==== Dark Corrosion ==== | |
Withers and corrodes, a powerful but slow process that leaves twisted remains. | Withers and corrodes, a powerful but slow process that leaves twisted remains. | ||
| Line 506: | Line 530: | ||
This is less effective against nonliving targets but extra effective against creatures of spirit or energy. | This is less effective against nonliving targets but extra effective against creatures of spirit or energy. | ||
| − | + | ==== Dark Smash ==== | |
Break most materials if they were wood. | Break most materials if they were wood. | ||
| Line 512: | Line 536: | ||
You can also use this as a Fine, Potent sledgehammer in combat. | You can also use this as a Fine, Potent sledgehammer in combat. | ||
| − | + | ==== Dark Disintegrate ==== | |
Dark Smash targets disappear or are reduced to a fine dust. | Dark Smash targets disappear or are reduced to a fine dust. | ||
| Line 518: | Line 542: | ||
This is Dark Smash, but silent and subtle. | This is Dark Smash, but silent and subtle. | ||
| − | + | ==== Dark Obliteration ==== | |
Dark Disintegrate over a large area. Level a city block or wither a wood. | Dark Disintegrate over a large area. Level a city block or wither a wood. | ||
Similar to Dark Disintegrate, but over a large area. This can silently turn a city block to dust, darken a large city, ruin a city wall, and similar massive destruction. | Similar to Dark Disintegrate, but over a large area. This can silently turn a city block to dust, darken a large city, ruin a city wall, and similar massive destruction. | ||
Latest revision as of 20:19, 29 December 2025
| Starfox's Blades in the Dark fan page |
Darkness as a Form is about both physical and moral darkness. Physical Darkness can be the mere absence of light, but Darkness is also an element in its own light and can exist even in places that ought to be illuminated. Moral Darkness is associated with our psychological shadow, base drives, primal instinct, evil, and the subconscious. Just as physical Darkness comes with the absence of light, many claim that spiritual Darkness is the absence of spiritual Light.
Darkness opposes and is vulnerable to Light. Dark attacks are made up of bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burn, causing necrosis. This is less effective against nonliving targets but extra effective against creatures of spirit and energy.
Darkness Power Effects Table
| Action | Basic | Advanced | Master | Apex |
| Dice | — | Minimum 2d | Minimum 4d | Minimum 6d |
| Stress | Avoid fumble (2+). | Succeed (4+). | Full success (6). | Critical (2 sixes). |
| Attune | Umbral Understanding You can detect creatures and powers of Darkness. |
Umbral Undoing Dismiss any summoned creature. End the operation any power. |
Umbral Urge Summon a creature of Darkness. |
Umbral Universe Create a portal to a plane of darkness. |
| Command | Dark Decree Intimidate with Darkness.. |
Voice of the Void Communicate with creatures of Darkness over long distances. |
Abyssal Authority Command Darkness creatures as if you were their superior. |
Twilight Tyranny Permanently bind creatures of Darkness to service. |
| Consort | Dark Mask Assume an appearance to provoke darkness and envy. |
Devil Form Assume the form of a creature of darkness. Devil Mask another. |
Devil Possession Devil Form a willing or helpless creature into a creature of Darkness. |
Devil's Dance Devil Form a number of willing or non-sentient creatures, give them a dark desire. |
| Finesse | Ride the Dark Ride Darkness mounts as if they were trained and you had the key. |
Shadow Strike Fine and potent close-range attack. |
Shadow Stride Create a great mount out of shadow. |
Dance of the Dark Play with shadows to confuse or conceal. |
| Hunt | Dark Scout Track Darkness powers. |
Shadow Sniper Darkness attack similar to a fine and potent rifle. |
Nightfall Darken an area, create shadows, and move them. |
Shadow Shockwave Darkness attack similar to a fine and potent grenade. |
| Prowl | Dark Cloak Merge with shadow. |
Dark Step Teleport from one shadow to another. |
Dark Team Help crew with Dark Cloak and Dark Step. |
Void Walk Teleport from one location in darkness to another. |
| Skirmish | Shadow Block Block Darkness Harm. |
Shadow Strike Fine and potent melee attack.. |
Eerie Evasion Create shadowy distractions that prevent scale. |
Shadow Surge Darkness strikes out in all directions, attacking all enemies in a wide area. |
| Study | Dark Name Identify physical or moral Darkness as well as Darkness powers. |
Dark Lore Exactly analyze Darkness powers and abilities. |
Dark Past Read the past events of Darkness. |
World of Darkness Dark Lore a wide area, then Dark Pas some targets. |
| Survey | Eye of the Bat See in the dark. |
Eye of the Rat Move your senses to a place of darkness. |
Eyes of the Dark Choose a location or creature. See them from nearest darkness. |
World of Darkness You perceive from every dark place at once over a wide area. |
| Sway | Infernal Empathy Understand Darkness creatures and motivations. |
Infernal Influence Crew can communicate with Darkness creatures. Tempt normal folk to commit evil deeds. |
Temptation Post suggestions in the mind of Darkness creatures and in the minds of folk to corrupt them. |
Infernal Indoctrination Permanently change personality and motivations of a creature. |
| Tinker | Shape Darkness YouPlay with shadows and Darkness. |
Mold Darkness Form simple solid objects of Darkness. |
Craft Darkness Create complex tools, transmute materials. |
Dark Manufacture Mold Darkness on a massive scale. |
| Wreck | Dark Corrosion Withers and corrodes, a powerful but slow process that leaves twisted remains. |
Dark Smash Break most materials if they were wood |
Dark Disintegrate Dark Smash targets disappear or are reduced to a fine dust. |
Dark Obliteration Dark Disintegrate over a large area. Level a city block or wither a wood. |
Expanded Darkness Powers
Darkness combines physical shadow and ethical evil into a single, dangerous Form. Most people assume any user of Darkness is corrupt or damned, and they often act on that assumption. You can resist corruption by holding back and refusing its temptations, but Darkness rewards surrender: the more freely you use it, the easier and more natural evil becomes. Those who let go risk becoming creatures of Darkness in truth, not just in power.
Attune
Harness the power of Attune Darkness to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from planes of darkness. These places are often simply called Hell.
The position and consequences usually depends on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene. If a powerful creature resists being dispelled the situation is obviously dangerous.
Umbral Understanding
You can detect creatures and powers of Darkness.
This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.
Umbral Undoing
Dismiss any summoned creature. End the operation any power.
Darkness is powerful in that it can dispel any power, not just Darkness powers. You can force any creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of any power.
Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other setup actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses Animal wings to fly or turned into a fish to breathe underwater you have a better base effect. When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
Forcing a spirit to materialize is easy, but limited in range; if the creature can get away from you it can de-materialize again, only to materialize again if it gets close enough. Limited effect only works on spirits within reach. Standard effect covers an area based on your tier (p 220). Great effect reaches out to a range covered by tier (p 220).
Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.
Umbral Urge
Summon a creature of Darkness.
You can call a creature of darkness. This is generally an unwilling servant.
Dark creatures are devils, creatures of evil and the night. They are more interested in corrupting people than in fighting them.
Darkness creatures, also known as devils, come from realms of Darkness known as Hells. In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is where Dark summons come from. Darkness creatures will often cooperate in plans that corrupt you or other people, avoiding the struggle to control them or at least turning it into an ethical rather than magical struggle. Giving the single order you get from summoning a creature of darkness is rarely very useful, these subtle creatures need time to use their full powers of deception and coercion. You have to bargain with them, which they use to corrupt you.
Summonable creatures come in three types, elementals, spirits, and creatures with powers.
Darkness elementals are shades, blobs of solidified darkness. They embrace and drain the energy of enemies and cloak allies. Most elementals have animal intelligence, and often take the shape of a dog or simply a dark cloak, cover, or blob. These are the least subtle and least evil of the creatures of darkness.
Darkness spirits are similar to elementals in that they are made out of darkness, but ephemeral, less physically oriented, and more intelligent than elementals. They can use sophisticated power effects and usually have an agenda of their own.
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power. Darkness creatures are often humanoid. A succubus is an attractive human female, but sports horns and a tail and may have hooves, wings, and an unusual skin color as well as Darkness powers. Darkness creatures often mask themselves to appear as if they have no powers. Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
Summons are Chohorts: Creatures you summon function as temporary cohorts — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.
You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.
Summoning a Creature: The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.
Depending on your degree of outcome, a creature is willing to do different things:
- Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
- Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
- Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.
The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:
- General sulkiness
- Half-hearted efforts
- Demanding not to be summoned again
- Breaking things or demanding concessions
- Overly literal interpretations of your commands
- A test attack to assert dominance
- Deliberate sabotage of tasks
- A constant struggle to maintain control
Umbral Universe
Create a portal to a plane of darkness.
You can create a portal that allows travel to and from a Hell. This is situational, but highly useful under exceptional circumstances.
There are things that are possible to do here that are not allowed in the regular world. Appropriate effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane of origin, but if they affect creatures there the effect may remain when you return to the mundane world.
This can also be used to contact creatures too powerful to summon. This allows you to ignore tier when creating the gate, but gives you no power over the target. The creature may then use the gate to come to you, call you into its presence, send minions, or communicate with you at a distance.
Command
Command and intimidate Dark creatures, projecting authority.
Initial effect depend on the situation and your relationship with listeners. The position depends on the creatures' actual relationship to you. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or a small rebellion. Ordering a superior creature is a desperate position and can lead to lots of heat, retaliation, or calling your bluff.
Dark Decree
Intimidate with Darkness.
You can create Darkness effects such as a play of shadows, dark aura, or dimming of ambient light to heighten your authority, similar to what could be a achieved by displaying a weapon. This can provide the leverage needed to use Command to intimidate without actual threat of violence. This is useful for intimidating any type of creature.
Voice of the Void
Communicate with creatures of Darkness over long distances.
You can communicate with Dark creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful creature related to your power in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.
You can send nightmares to any creature (not just Dark creatures) you know or see. This allows you to send vague messages and receive vague answers from the subconscious of your target, who will remember the episode as a nightmare.
Abyssal Authority
Command Darkness creatures as if you were their superior.
Creatures of Darkness recognize you as a figure of authority. This allows you to order strangers around and improves Effect, but not Position; targets comply without accepting your authority. This does not remove existing loyalties, which may lead to conflict. Understanding the social order of your targets helps avoid clashes with established hierarchies.
Twilight Tyranny
Permanently bind creatures of Darkness to service.
This won’t work unless you are already in a position of power. The effect is similar to Abyssal Authority but potentially permanent. Powerful emotions can break your control, but otherwise, it lasts until dispelled.
Consort
Consort powers changes your appearance and form and later that of other creatures. This will often give a bonus to effect or improved position on Consort rolls, making some tasks automatic without a roll, and even allow an action that a human could not do.
A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously attractive, trigger prejudices, or suffer unexpected handicaps.
Dark Mask
Assume an appearance to provoke darkness and envy.
Imbue your appearance with elements that cause envy, such as luxury clothes, jewelry, and personal beauty. This is not a disguise, but such a makeover can be made extreme enough that people may not recognize you.
Devil Form
Assume the form of a creature of darkness. Devil Mask another.
Devil Mask can now be applied to another creature. Your Consort applies to the change itself, but otherwise they still use their own Consort action.
Assuming the form of a creature of darkness is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form embodies Darkness.
Devil Form can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced Darkness powers inherently without risking stress.
With limited effect you can transform into yourself as a devil. Those familiar with you will recognize you. Standard effect can make you a generic devil, very hard to recognize as you. Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.
Devil Possession
Devil Form a willing or helpless creature into a creature of Darkness.
This is Devil Form applied to another creature. The duration depends of the effect, limited effect is very temporary. Standard effect lasts for the duration of a score. Great effect lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional effect, see Devil Form.
Devil's Dance
Devil Form a number of willing or non-sentient creatures and give them a dark desire.
This is where Consort becomes similar to an Attune Summon power effect. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, Non-Sentient like animals, or just very minor figures in the plot, many tiers below you.
This creates a gang cohort (p 96) that they can be given bit parts as servants or laborers or fight and chase for you. Such goons are more useful for chasing and cornering targets than in actual combat.
Finesse
Exercise finesse with Darkness, manipulating and attacking with precision.
Ride the Dark
Ride Darkness mounts as if they were trained and you had the key.
This allows you to use Finesse with mounts and vehicles you are not familiar with as long as they include an element of darkness. This includes Dark creatures serving as mounts as well as space vessels. You can bypass simple locks on vehicles, but not more serious security. You can ride beasts even if they are not trained to carry a rider. They must still be physically able to carry you.
Shadow Strike
Fine and potent close-range attack.
Dark attacks are made up of enervating bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burn, causing necrosis. This is less effective against nonliving targets but extra effective against creatures of spirit and energy. Besides variety, this only substitutes for equipment, a Fine and Potent finesse weapon is just as effective. Using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
Dance of the Dark
Play with shadows to confuse or conceal.
Play with shadows in small and precise ways. This can momentarily blind, alter a shadow to cause a misstep, or confuse sight by casting false shadows. These are quick flickers of shadow that momentarily solidifying to cause a slight physical change, nothing lasting.
Shadow Stride
Create a great mount out of shadow.
This mount is usually shaped like a wolf or leopard made out of shadow, but it is not an independent creature and all it does is transport you and possibly passengers. Functions much as any other vehicle from the setting and it can be varied correspondingly; a smaller vehicle is faster and more agile.
Shadow Speeders
Travel as shadows.
You, your crew, your vehicles, and mounts are covered in shadow. As long as you avoid direct sunlight and don't move too close to others your travel is unnoticed and leaves no trail.
Hunt
Hunting with Darkness is indirect, subtle. You can snipe, but the focus is on tacking in the darkness, pushing your prey into a desolate kill-zone, blind and without friends.
Dark Scout
Track Darkness powers.
Perceive which shadows are natural and which are the result of Powers. You can track both creatures of Darkness, those who use Dark power, and creatures in darkness.
Shadow Sniper
Darkness attack similar to a fine and potent rifle.
Make a fine and potent attack at range with the power of Darkness. This serves as a replacement for traditional equipment; a fine and potent ranged weapon would be equally effective in combat. Dark attacks are made up of enervating bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burns, causing necrosis. This is less effective against nonliving targets but extra effective against creatures of spirit and energy.
Nightfall
Darken an area, create shadows, and move them.
You can darken a large area and create shadows. This does not inflict any direct damage but causes confusion. This is usually used as a set up, but may also change how people act in reaction to the environment—compact darkness is likely to make people want to stay indoors or run out of the dark as the case may be.
Nightfall is opposed by bright light, a torch within is visible as a faith mote of light, strong artificial light can create an area of mirk, direct sunlight will boil it away in seconds.
Shadow Shockwave
Darkness attack similar to a fine and potent grenade.
An escalation of Shadow Sniper. Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger but tend to keep their heads down, which gives your side the initiative.
Prowl
As the element of deception, Darkness is good at stealth ant tricksy travel.
Dark Cloak
Merge with shadow.
You can make yourself appear as a shadow. This allows you to hide in impossible places as long as the environment is dark. This works just like any other attempt to use Prowl to avoid notice, except that shadows and darkness provides more concealment than it ordinarily would. Note that only you can use this ability, your friends and allies cannot unless you use Dark Walk, below.
Dark Step
Teleport from one shadow to another.
You can move through darkness. This allows you to teleport from one shadow you can see to another or walk through walls as long as both sides are in the dark and you know where to go. Survey powers can help with that.
Dark Team
Help crew with Dark Cloak and Dark Step.
Now you and your allies can Prowl in dark places. They still use their own Prowl.
Void Walk
Teleport from one location in darkness to another.
You and allies can teleport from one location in darkness to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.
This takes you to places you are familiar with. Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
Skirmish
Use Darkness to resist fatigue and Dark damage.
Shadow Block:
Block Darkness Harm.
Absorb resist fatigue and Harm from Darkness and enervating attacks. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels. As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.
Shadow Strike
Fine and potent melee attack.
This is used just like a dueling sword or pistol. Dark attacks are made up of enervating bolts and weapons of dark energy that drain life and energy from targets to cause horrible wounds similar to burn, causing necrosis. This is less effective against nonliving targets but extra effective against creatures of spirit and energy.
Eerie Evasion
Create shadowy distractions that prevent scale.
Surround yourself with a whirling pattern of confusing shadows. The effect is to deny the enemy the advantage of scale.
Shadow Surge
Darkness strikes out in all directions, attacking all enemies in a wide area.
You can ignore scale and attack multiple opponents at once. Negates scale and allows you to harm most or all enemies in a mass melee. Otherwise as Shadow Strike.
Study
Analyze objects and creatures imbued with Darkness to gain insight and knowledge. The effect required depends on range, limited effect for touch, standard effect for line-of-sight, and great effect to reach a target you know of or have some link to, but which is out of line-of-sight.
Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes thing you are researching it dangerous in itself, worsening position. Consequences may give you knowledge that lacks crucial details or drop hints for opponents to use.
Dark Name
Identify physical or moral Darkness as well as Darkness powers.
This identifies Dark creatures and powers by name but gives no further analysis. In a creature dominated by sin, you can tell what their chief vice is.
Dark Lore
Analyze Darkness powers and abilities.
You learn of any powers or special abilities of Dark creatures, as well as the detailed abilities of a Power or object. In any creature not aligned with Light, you can tell what sin they could be lured into. In any creature dominated by sin, you can tell their worst vices and how they manifest and exactly what would tempt them.
Dark Past
Read the past events of Darkness.
You can read the dark past of a Dark creature, place, or object. This includes places where light very rarely intrudes, such as deep caverns and the dark side of a tide-locked planet. Normally this gives you a vision of the worst event the target has been involved in, but you can look for specific events. If there are no or only minor sins, you notice nothing. On a creature, power, or item of Darkness, as well as a creature dominated by sin, you can gain detailed visions of their sins and self-indulgence.
World of Darkness
Dark Lore a wide area, then Dark Past some targets.
Dark Lore on everything as far as you can see, pinpointing locations of interest like altars and murder sites. You can then use Dark Past to learn the history of up to three of the tings you analyzed.
Survey
Perceive and locate manifestations of Darkness. The outcome you need depends on the target's concealment. Limited outcome finds those hiding behind cover and in far places you can only barely see. Standard outcome can look behind walls and into hard cover. Great outcome can look into far-away places and spots you had no idea existed.
Eye of the Bat
See in the dark.
Darkness no longer hinders your vision, but contrast between light and shadow still bothers you. You can use Eye of the Bat with all higher Survey Dark powers.
Eye of the Rat
Move your senses to a place of darkness.
You move your perception to a dark area you know of and sense as if you were at that spot as long as you maintain concentration.
Eyes of the Dark
Choose a location or creature. See them from nearest darkness.
Similar to Eye of the Rat but allows you to focus on a specific creature or position. Automatically directs towards the best vantage point provided by a suitable area of darkness, typically close enough to observe the target. Fails if no suitable viewpoint is available
World of Darkness
You perceive from every dark place at once over a wide area.
Enhances your senses impossibly, like Eye of the Rat to every dark spot in a wide area. Creates a composite mental image, revealing numerous details simultaneously. It's challenging for targets to hide unless there are large lit areas.
Sway
Communicate, mesmerize, and manipulate creatures of Darkness. Give any type of creature dark though.
Position and effect are determined normally, depending on the situation and your relation to listeners.
- Limited effect works if it follows the target's existing impulses, just overcoming fragile self-restraint.
- Standard effect can convince a target with no particular stake in the matter.
- Great effect will convince a reluctant target, but not a passionate one.
Infernal Empathy
Understand Darkness creatures and motivations.
You can gauge the mood and motivations of Dark creatures and understand what they are saying. This does not allow you to be understood. You can also sense when any kind of creature is in a mood to be evil, selfish, or deceptive.
Infernal Influence
Crew can communicate with Darkness creatures. Tempt any creature to commit evil deeds.
This allows you and allies to use the Sway action with full effect with Darkness-related creatures, overcoming cultural and linguistic barriers. In addition you can inspire any creature to be selfish, deceptive, and to act covertly.
Temptation
Post suggestions in the mind of Darkness creatures and in the minds of folk to corrupt them.
This is essentially an enhanced Sway attempt against creatures of Darkness and those overwhelmed by sin, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.
Infernal Indoctrination
Permanently change the personality and motivations of a creature.
Permanent and blatant change to a Dark creature's loyalty and motivations. This changes the target on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power—you cannot make a Dark creature love Light powers and actions and vice verso.
Tinker
Manipulate, shape, and create objects of darkness. When used with long-term projects, this can substitute for missing resources such as tools or raw materials, but that is all it does until you learn Master Darkness.
- Limited Outcome solves an immediate problem, then ends. Any effect achieved will last, such as a repair made with temporary tools.
- Standard Outcome construction, repair, or item lasts for the duration of a score.
- Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, such as repairing a large construction like a bridge or wall.
- Something larger than a human, very complex, or of higher Quality Level than your Tier or Lifestyle increases the needed Outcome.
Position depends on the tranquility of your workspace and if you are working on something dangerous in itself.
For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you can Fabricate.
Shape Darkness
Play with shadows and Darkness. Such objects are never solid melt in strong light, but can cover an area depending on tier (p. 220).
Mold Darkness
Form simple solid objects of Darkness.
You can solidify small amounts of darkness to shape objects like you can shape clay. Darkness can form simple useable objects that will retain its new shape and function for the duration. You can do more complex objects than Mold Darkness can, to the level of detail of basic mechanisms. This allows you to create devices and traps from the stuff of darkness.
Craft Darkness
Create complex tools, transmute materials.
You can create darkness out of nothing, or transform an object from darkness into another material as long as you know the Form required for both the starting and final form. You can create complex tools, such as fine and potent items of solid darkness.
This is two distinct effects. The first allows you to create darkness out of nothing, even in direct light. The second can only be used if you know multiple Forms. You transmute darkness into material connected to another Form. The result will maintain its form as if affected by Shape Darkness. The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows. This can transform something like a sword from metal to darkness, and it would still be a functional sword. A door could be changed from tangible wood to intangible darkness, you then pass through and revert the door to wood.
Dark Manufacture
Mold Darkness on a massive scale.
This is similar to Craft Darkness, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
Pretty self-explanatory, this is Craft Darkness on a larger scale. This is useful for equipping a large band or building something large out of nothing. When doing long-term projects that involve building or crafting, you can use Master Darkness to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
Wreck
It is easy to use mundane means to light the dark, Wreck used Darkness to destroy other things. Darkness withers and corrodes other materials, this is a powerful but slow process.
Dark Corrosion
Withers and corrodes, a powerful but slow process that leaves twisted remains.
Darkness withers and corrodes, this is a powerful but slow process that leaves twisted remains in place. Can attack like a torch smoldering with Darkness. As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation. Dark attacks are made up of enervating bolts and weapons of dark energy that drain life and energy from targets to cause horrible necrotic wounds similar to burns. This is less effective against nonliving targets but extra effective against creatures of spirit or energy.
Dark Smash
Break most materials if they were wood.
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick. You can also use this as a Fine, Potent sledgehammer in combat.
Dark Disintegrate
Dark Smash targets disappear or are reduced to a fine dust.
Darkness is powerful when it comes to disintegration, and is able to disintegrate most materials. This is Dark Smash, but silent and subtle.
Dark Obliteration
Dark Disintegrate over a large area. Level a city block or wither a wood.
Similar to Dark Disintegrate, but over a large area. This can silently turn a city block to dust, darken a large city, ruin a city wall, and similar massive destruction.